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Other The Old Stall and the New

Do you believe traditional or the new XY stall is more effective in this metagame?

  • Traditional Stall

    Votes: 17 16.5%
  • XY Stall

    Votes: 86 83.5%

  • Total voters
    103
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if you're THAT desperate, just run SpD Scizor

No. Just no. Not only are you completely saying to run an inferior set to this in terms of handling certain threats, but your also completely disregarding a pokemon's viability because of it's usage (cobalion is legit good, just cause the fight and rain meta last gen sent it to UU last gen doesn't mean it can't thrive in XY):
252+ Atk Teravolt Kyurem-B Fusion Bolt vs. 252 HP / 0 Def Scizor: 147-173 (42.7 - 50.2%) -- 94.1% chance to 2HKO after Stealth Rock
252+ Atk Choice Band Teravolt Kyurem-B Fusion Bolt vs. 252 HP / 252+ Def Scizor: 158-187 (45.9 - 54.3%) -- guaranteed 2HKO after Stealth Rock
+1 252 SpA Volcarona Fiery Dance vs. 252 HP / 252+ SpD Scizor: 672-792 (195.3 - 230.2%) -- guaranteed OHKO
252 SpA Choice Specs Latios Hidden Power Fire vs. 252 HP / 252+ SpD Scizor: 328-388 (95.3 - 112.7%) -- guaranteed OHKO after Stealth Rock
252 Atk Terrakion Close Combat vs. 252 HP / 4 Def Scizor: 195-229 (56.6 - 66.5%) -- guaranteed 2HKO after Stealth Rock ( yes this 2HKOs and takes less but it will generally die to 2 CCs due to this:)
0 Atk Technician Scizor Bullet Punch vs. -1 0 HP / 0 Def Terrakion: 266-314 (82.3 - 97.2%) -- guaranteed 2HKO
252 Atk Garchomp Earthquake vs. 252 HP / 4 Def Scizor: 163-193 (47.3 - 56.1%) -- guaranteed 2HKO after Stealth Rock
I know the terrak and stuff calcs are a bit irrelevant to even coballion generally, but they are there to show the raw bulk of 252/0 coballion on the physical side, to compare lets say a 2x SE thing to scizor (using thick fat since scizor is 4x weak to project it):
252 Atk Infernape Flare Blitz vs. 252 HP / 4 Def Thick Fat Scizor: 336-400 (97.6 - 116.2%) -- guaranteed OHKO after Stealth Rock
so basically dying to 2x SE STAB 120 BP off of only 104 atk compared to living 2x SE STAB 120 BP off of 129 base atk and a 2x SE STAB 100 BP move off of 130 base atk miles away in bulk imo

again those terrak and chomp calcs aren't for realistic simulation, but more so as a show off of this thing's bulk
 
Here's the thing: You're ASSUMING stall won't run any heavy attacker. Aka Torn-T. I have to 3hko it, but I still can and Deo-D only gets two hazards because I outspeed. I mean, it's just that way.

I won't argue what 'good' HO runs because 'good' HO isn't run outside of lucario and his handmaids (which yes, generally includes bisharp but who cares... We have ways to stop that as well). True wall breakers that will break ANY wall are not seen on HO. HO, the really good ones, have a wall breaker to clear what the sweeper needs cleared very specifically. Which means I probably won't see Kyub or Gar-mega. Might see haxorus (lel), but I think that would be about it on the 'break everything' list... The attack stat needed to break simply everything is somewhere around 160 right now.

I'm not assuming stall won't run a heavy attacker since stall usually does. That being Aegislash at the moment, who hits much harder than Tornadus-T. Granted, I can see why some people like Tornadus-T as their attacker on their stall teams right now: Assault Vest for added bulk, high speed and Regenerator, but I'm personally not that impressed with it. Don't get me wrong though, it's still a pretty cool 'mon in this meta. I agree with pretty much everything else you stated, though I wouldn't exactly say Kyu-B wouldn't be seen on HO. It's perfectly possible to run Kyu-B on HO since it is a wallbreaker, after all. It's just the forgotten threat right now (don't know why people aren't using it). Mega Lucario does need to go so stall doesn't feel so pigeonholed, but if (when?) that happens, HO isn't going to lose a single step IMO. There are too many offensive threats from both this gen and last gen to choose from for HO to not run efficiently (and just offense in general).
 
Thought about running mega venusaur for a while. Sleep powder and giga drain are a given, but are knock off and sludge bomb viable ?
 
Thought about running mega venusaur for a while. Sleep powder and giga drain are a given, but are knock off and sludge bomb viable ?

They are viable. You aren't hitting steel types with Sludge Bomb, but from my experience, it's been pretty nice to hit something like Mega Pinsir or Talonflame on the switch and getting the occasional poison. Especially if you don't happen to have SR up at the time. HP Fire and Earthquake can easily take those slots too, though. Depends on what coverage/utility your team needs (some Mega Venusaur don't run Sleep Powder at all).
 
Knock Off is good enough to be used, though it's purely for the utility. I wouldn't be looking for Knock Off to do insane amounts of damage, even when it's boosted. I personally think Sleep Powder is a staple, unless you're going to run Rest + Sleep Talk, but I have seen Mega Venusaur with no Sleep Powder that work. You would run a third attack over Sleep Powder if you really need the coverage.
 
In my experience with Mega Venusaur:

Synthesis
Giga Drain
Sludge Bomb / Sleep Powder
Earthquake / Roar / Knock Off

To me Synthesis + Giga Drain are required for reliable recovery. Sludge Bomb is usually for for Flying types switch ins, plus getting them poisoned is sexy, but Sleep Powder can be used over it to shut down a poke or to make a set up opportunity with a teammate. I tried Leech Seed in the 4th slot for a while, and sometimes it works, but most of the time I wished I had Earthquake (to deal with Steel + Poison types that you usually can't do Jack against) or to stop from being set up upon with Roar. Knock Off seems interesting tho, removing LO and Band/Specs increases its walling potential, or removing leftovers in a stall vs. stall war.
 
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Remember guys, this thread is only worthwhile so long as we're discussing different variants of stall. If you want to discuss a particular Pokemon, please do it with reference to that Pokemon's utility for a particular kind of stall over another.

A question for everyone; what do you consider to be the advantages of momentum-driven stall, which seeks to limit the free turns given to the opponent as much as possible (while maintaining a defensive playstyle), over bulky offense? Or do you think the two aren't distinguishable and are simply two different points on the same spectrum?
 
A question for everyone; what do you consider to be the advantages of momentum-driven stall, which seeks to limit the free turns given to the opponent as much as possible (while maintaining a defensive playstyle), over bulky offense? Or do you think the two aren't distinguishable and are simply two different points on the same spectrum?

It's definitely a viable strategy, though I'm not sure how kind this metagame will be to it. I think that if you're going to run momentum-driven stall, if you use hazard setters, then those same setters also should have access to VoltTurn/Baton Pass/Ally Switch. You can probably get away with not using status and VoltTurn on the same team members if you plan to stall with status and walling instead of multiple hazards. Traditional stall is riskier with the momentum strategy, but if you combine it with trappers to nail Defog users, it can be extremely powerful if you can pull it off IMO. You'd basically be imposing your will/strategy for the match. My old pre-Pokebank team attempted this to an extent, though it was not the main strategy. I'm definitely thinking about updating that team though. I think it could work.
 
I think the main difference between momentum stall and bulky offense is how they use the momentum they achieve. Momentum stall can take advantage of it to get status off on more things faster, or setting up hazards and not letting a defogger come in. Bulky offense is all about bring in stuff like Kyu-b or other big hitters are get off some damage.

I don't think it's necessary to run volturn on every poke of a time like that since you just need to use it to keep up pressure, so you don't really need 6 volturners. 2-3 is enough to keep momentum and accomplish the goal of getting some status/hazards out.
 
I think we have to look back at the word stall. Stall implies that you are waiting for something, or that we are delaying; so, what are we waiting for?

Well, first off, in order to stall, you have to keep making switches or sub-roosting or wish-protecting, etc, to take the least damage possible, so that whatever you are waiting for happens before all your pokemon faint.

Last generation, a lot of stall teams aimed to set up hazards and phaze, many along with sandstorm. We were waiting for enough switches to happen so that the other team would lose health to entry hazards. Due to this nature, stall constantly switched between having and not having momentum due to switches.

This generation, hazards are a bit less common, but still exist. Status stall works similarly to hazards. Wait until damage from burn or toxic kills the opponent.

There are obviously other things you can wait for, such as infestation damage, and pp to run out (or just patience).

A type of "stall" that has been mentioned is using attacks on those free turns. I guess this would include u-turn, volt switch, scald, lava plume, or just other plain attacks. Sure, you could say that you're waiting for the attacks created by those free turns to kill the opponent, but there's are a few problems with that statement:
1. Momentum is not always a given. You might not always be able to constantly create free turns throughout the entire course of the match. Whereas status and hazard damage is something you can count on to occur throughout most of the match, you can't do that with plain attacking. Sure, they might have a pokemon with heal bell / aromatherapy or defog / rapid spin, but what does that do? It gives you a free turn (or two). Thus, you can just set them up again. The free turns you use earlier in the match earn you more free turns should they choose to get rid of your set-up. This brings me to my second point --

2. By attacking, you don't give yourself any (potential) free turns in the future. If you happen to be in the case where you can't get off at least neutral (albeit piss-weak) attacks, there is nothing you can stall for to help you win. With hazards, status, trapping moves, pp stall, weather (maybe now less so), they're there for good. If your opponent gets rid of them, you earn free turns to put them back up again. With attacking, unless your scald burns (which is bad to rely on anyhow), you don't earn yourself any free turns, and there's nothing to wait for. If you switch to take less damage, what does your opponent lose? Nothing. There is no damage done to them by wasting a turn.

**The exception here of course is pressure stall, where getting rid of moves such as hydro pump, stone edge, and even 16 or 24pp moves is actually viable, but even teams like that have status and hazards.
 
I wouldn't say the attacks are weak. The majority of stall teams have threats ranging from stuff like Tornadus-T to CB Terrakion. That's just one thing to use momentum on. You also have free turns to get off a toxic or other status. Toxic is a timer, so it's not really a free turn. They'll be taking some damage over time, so the goal of your stall team is accomplished. Momentum helps you accomplish that goal faster, as well as stopping the other team from reaching its goal.

So basically, what I'm saying is that momentum isn't for attacking alone. It's something that depends completely on the situation, and more often than not using something like toxic or SR is more efficient.
 
I wouldn't say the attacks are weak. The majority of stall teams have threats ranging from stuff like Tornadus-T to CB Terrakion. That's just one thing to use momentum on. You also have free turns to get off a toxic or other status. Toxic is a timer, so it's not really a free turn. They'll be taking some damage over time, so the goal of your stall team is accomplished. Momentum helps you accomplish that goal faster, as well as stopping the other team from reaching its goal.

So basically, what I'm saying is that momentum isn't for attacking alone. It's something that depends completely on the situation, and more often than not using something like toxic or SR is more efficient.

The attacks from the majority of pokemon on stall teams are fairly weak, and since most pokemon have leftovers your damage becomes next to nothing.

Majority of stall teams having Tornadus-T and CB Terrakion? I don't think so. Not to mention if you have stuff like CB Terrakion, your stall team is probably just a team designed to get rid of whatever Terrakion can't destroy with CC or Stone Edge. Not saying you can't have that as a win condition, nor run stall aspects with it, but the point is it's not something you really bring in often.

Yes, momentum can be used for anything, I'm just arguing that stall that falls under the "bulky offense" style shouldn't really count as stall if it doesn't have many status inducers / hazard setters. If you're trying to get something done more quickly, that's not stall. That's what your offensive opponent is trying to do (end the game as quickly as possible). Stall aims to strategically wait until a certain win condition, playing the safest route possible.
 
I would say stall's definition is more drawn towards stall to an extended turn count. I always felt that it was stall because I would grab hold of the game later on and would stall until I got to that point. Stall itself is based more around the style of pokemon it uses, in clerics, walls, tanks, hazard setters, hazard clearers, and (old gens) spinblockers. The team is built to have a good portion of the metagame patched up (and ideally, stall should be like C05ta's stall... targeting specific metagame threats and dealing with them with six pokemon... As far as I know, his team and a large portion of the high ladder-effective stall teams, take care of specific targets over focusing on cores) and the team has no glaring weaknesses to be exploited game to game. You're stalling the game's length. You're giving yourself the bulk to play a chess match rather than a sweeping game/fist fight. Stall has always been, to me, a drawn out game of chess.

(Of course, heavy offense used to attempt the five move kill, or that's how I saw it).

I mean, just because I only have a few status moves (dreadnoughts have only one...) doesn't mean I'm running bulky offense. If we limit what we call stall, then we also limit what we allow ourselves to build.
 
Common attacks from stall include: Mega Venu's base 122 SpA sludge bomb/giga drain, Heatran's base 130 Lava Plume, Blissey/Chansey SToss, Zapdos' base 125 TBolt, etc. These attacks are some serious chip damage, even without investment.

Tornadus-T and Terra were just examples. You can have a bunch of things, but either way, they usually have something that can do damage. On momentum stall that switch advantage can help you switch in that offensive threat.

Stall imo is just anything that just plays the grind game and just goes for the late game, regardless of how it goes about doing it. Bulky offense can be classified as "stall" if you want, if your goal is to actually stall until later. Stall is just a name, guys.
 
Common attacks from stall include: Mega Venu's base 122 SpA sludge bomb/giga drain, Heatran's base 130 Lava Plume, Blissey/Chansey SToss, Zapdos' base 125 TBolt, etc. These attacks are some serious chip damage, even without investment.

I just can't justify using Sludge Bomb on Mega-Venusaur simply because its supereffective targets, Fairies, are Specially Defensive and it adds miniscule additional coverage. I guess it can hit Breloom and Celebi supereffectively. Leech Seed is most likely better than Sludge Bomb.

Earthquake and Roar are better in most cases. HP Fire allows it punish a Genesect trying to flinch it to death.

---

Edit:

It does work against Specially Defensive Clefable and physically defensive Sylveon

0 SpA Mega Venusaur Sludge Bomb vs. 252 HP / 252+ SpD Clefable: 180-212 (45.6 - 53.8%) -- 2.3% chance to 2HKO after Leftovers recovery

0 SpA Mega Venusaur Sludge Bomb vs. 252 HP / 0 SpD Sylveon: 186-218 (47.2 - 55.3%) -- 15.2% chance to 2HKO after Leftovers recovery
 
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Common attacks from stall include: Mega Venu's base 122 SpA sludge bomb/giga drain, Heatran's base 130 Lava Plume, Blissey/Chansey SToss, Zapdos' base 125 TBolt, etc. These attacks are some serious chip damage, even without investment.

Tornadus-T and Terra were just examples. You can have a bunch of things, but either way, they usually have something that can do damage. On momentum stall that switch advantage can help you switch in that offensive threat.

Stall imo is just anything that just plays the grind game and just goes for the late game, regardless of how it goes about doing it. Bulky offense can be classified as "stall" if you want, if your goal is to actually stall until later. Stall is just a name, guys.

I mentioned in the primary stall thread as well that I disagree with this approach. I think the most basic division between offense and defense that you can make is that stall aims primarily to abuse indirect damage, and offense relies upon direct damage. SansNickel's post higher up also does a good job explaining this.

As an example, let's say your bulky team carries CB Terrakion. Of course, this doesn't preclude it from being a stall team. The crucial factor is whether CB Terrakion is there first and foremost to enable your indirect damage strategy (by checking or forcing out certain dangerous Pokemon), or so it can take down the opponents team through its devastating attacks.
 
Clair, do not forget the single most popular/successful stall team last generation, Meru's Aromaticity, ran a Choice Band Sand Rush Stoutland... That isn't indirect damage. The main way to deal with Scizor was two lures, on Roserade and Latias carrying HP fire. That isn't indirect, either. Stall isn't indirect damage, it is chip damage. Indirect damage is beaten by clerics. Good luck winning if you are completely devoid of ways to attack.
 
Clair, do not forget the single most popular/successful stall team last generation, Meru's Aromaticity, ran a Choice Band Sand Rush Stoutland... That isn't indirect damage. The main way to deal with Scizor was two lures, on Roserade and Latias carrying HP fire. That isn't indirect, either. Stall isn't indirect damage, it is chip damage. Indirect damage is beaten by clerics. Good luck winning if you are completely devoid of ways to attack.

I almost forgot that Garchomp has Dual Chop as the usage statistics reveal that no one is using it, since 90% does not equal 100% and the only noteworthy subs it breaks are Gengar's and Breloom's ... I read a stall team is using a ScarfChomp with Dual Chop to counter Kyurem-B. Not a bad idea (litotes), but one uses inaccurate moves to get past counters and kill high valued target: for example, Gengar's Focus Blast for Heatran; Landorus-T's Stone Edge to punish any flying type trying to get a free switch. Kyurem-B is a high valued target, but Dual Chop would not leave you a reliable move to be locked into against teams without it.

Stats for November:
| Earthquake 97.698% |
| Dragon Claw 50.247% |
| Outrage 47.633% |
| Stone Edge 42.989% |
| Swords Dance 37.788% |
| Fire Fang 35.183% |
| Stealth Rock 17.239% |
| Fire Blast 14.269% |
| Iron Head 8.375% |
| Poison Jab 6.744% |
| Substitute 4.753% |
| Dual Chop 4.656% |
| Dragon Tail 4.502% |
| Crunch 4.371% |
| Draco Meteor 3.556% |
| Other 19.997%
http://paste.ubuntu.com/6514412/

In December it doesn't even show up.

http://paste.ubuntu.com/6677789/

Nice comment... I suppose that is why you find Pain Split to be quite irritating. I thought SubSplit Gengar would be a problem for stall teams as Gengar does not rely on power to defeat its threats (and cannot be "walled"), but rather its ability, typing (which provides an immunity to Toxic), status moves (Pain Split exploits the high HP stat of stall Pokemon and circumvent their defensive stats) to "outstall" stall Pokemon. Of course, the Dark weakness means it is a Knock Off liability, and that is a common utility move in many stall teams.

Also, I do like the distinction between stall's reliance of an effective use of chip damage over bulky offense's philosophy of withstanding hits from offensive teams and being able to KO back. Bulky Offense teams are designed so they can pivot around defensive Pokemon and using STAB and coverage on their Pokemon to prevent their team from being walled against stall Pokemon or metagame threats.
 
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Clair, do not forget the single most popular/successful stall team last generation, Meru's Aromaticity, ran a Choice Band Sand Rush Stoutland... That isn't indirect damage. The main way to deal with Scizor was two lures, on Roserade and Latias carrying HP fire. That isn't indirect, either. Stall isn't indirect damage, it is chip damage. Indirect damage is beaten by clerics. Good luck winning if you are completely devoid of ways to attack.

You're completely missing my point here :( Aromaticity was a semistall team; it utilised Spikes to wear down the opponents team for a lategame Stoutland sweep. Stoutland is also crucial on the team for checking a variety of threats. Though semistall is closer to offense than full stall, I'd contend that the central focus of Meru's team is still to abuse hazards. The presence of "offensive" members to facilitate this are irrelevant. Your point about Scizor is also irrelevant (using lures to allow the implementation of an indirect damage strategy - so what?), and plain wrong considering the presence of Skarmory and Jellicent on the team.

I haven't said anything about being "completely devoid of ways to attack". I've said that stall primarily relies on indirect damage. Having ways to attack are in almost every case necessary to facilitate or abuse this residual damage. This is distinct from offense, or the momentum-based bulky style you espoused in my thread; these teams rely on direct attacking to deal damage, and sources of residual damage employed by these teams are used to further abuse or facilitate this strategy.
 
I think the easiest way to resolve this issue is to just bring in a spectrum: the "amount of stall" in a team is really a continuous variable, not a discrete one.
Obviously relying ONLY on residual damage is ineffective in the current metagame, but here we can slot a few things on the spectrum:
Note: No move fits slowly into a certain category, but I have to slot it in somewhere for the sake of simplicity:
In order from most stall-like to most offense-like like:
1. Entry Hazards, Status, Weather, Phazing, PP Stall, Protect, Substitute, Non-attacking recovery, Rapid Spin/Defog, Aromatherapy/Heal Bell, Wish
2. Utility Attack moves -- Knock off, Scald, Lava Plume, Sludge Bomb, Infestation, Leech Seed, etc.
3. Utility Abilities -- Natural Cure, Harvest, Intimidate, Regenerator
4. Offensive moves with Utility (slight difference here) -- Curse (ghost), U-turn, Volt Switch, Attacking recovery (giga drain), 2-attack moves (phantom force)
5. Bulky Offensive Moves -- Eg. Psychic on AV slowbro, Relatively uninvested STAB or coverage moves
6. Wall-breaker / Offensive win condition -- Banded or Scarfed pokemon, Mixed Attackers, Bulky set-up sweepers

The list goes on, and is by no means complete, but I think you get the idea. 1, 2, and 3 are qualities of traditional stall and 4, 5, and 6 look more like bulky offense. However, I think we agree that for most stall teams, if they do not have something that deals damage at least like a "typical" pokemon, it is very difficult for a stall team to beat other stall teams, or magic guard users (or it's just very boring). Most stall teams do need either an offensive pokemon / revenge killer like CB Terrakion, or a wall-breaker like bulky Sub-Kyurem-B. Each of them has their own uses, but there's always a case when you need some serious offensive pressure.

We can't really ever say a team is stall, or it's not, it simply has characteristics of stall. The balance of stall/offense needed to be successful in this metagame can be debated, but right now that list is how I see it. I think the most confusing part is whether having an offensive win condition counts as stall, as typically they have a defensive one.
 
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You're completely missing my point here :( Aromaticity was a semistall team; it utilised Spikes to wear down the opponents team for a lategame Stoutland sweep. Stoutland is also crucial on the team for checking a variety of threats. Though semistall is closer to offense than full stall, I'd contend that the central focus of Meru's team is still to abuse hazards. The presence of "offensive" members to facilitate this are irrelevant. Your point about Scizor is also irrelevant (using lures to allow the implementation of an indirect damage strategy - so what?), and plain wrong considering the presence of Skarmory and Jellicent on the team.

I haven't said anything about being "completely devoid of ways to attack". I've said that stall primarily relies on indirect damage. Having ways to attack are in almost every case necessary to facilitate or abuse this residual damage. This is distinct from offense, or the momentum-based bulky style you espoused in my thread; these teams rely on direct attacking to deal damage, and sources of residual damage employed by these teams are used to further abuse or facilitate this strategy.

Now, I actually did a sweep through smogon's forums to search for a more exact definition to what exactly semi-stall is described as. The issue is, Semi-stall, Bulky offense and Balanced all blur (Stated by Jibaku, 2011 in this post). I agree, semi-stall has been described as anything between three walls and three dedicated attackers (one being a sweeper) to just one sweeper for four walls. It, by definition, is blurring to much and taking from too many styles to legitimately be it's own TRUE style.

Now, Meru's team has a ton of similarities to our current meta. No one (or very few) are running six dedicated walls. We've blended the roles of revenge killer/Sweeper/Bulky attacker into some utility mons to help get by standard threats. Would you say these teams (The Dreadnoughts, Icebreakers, Stall Reborn and Goth's Reign of Tier all employed tactics to this idea) are not stall teams? Your own definition of stall is far too stringent and dependent on an idea of "indirect damage". This simply does not entail enough of what stall is to begin with. Nor is it necessary to employ statuses at all to run an effective stall team.

As a side note, in gen 5 a scizor could run a flying gem acrobatics to 2hko a jellicent.

Now, you continue to claim that the momentum stall concept is a bulky concept, but there are very distinct differences I showed in the post in the stall thread about what a stall team in that category would entail. It was still an adaptation of stall being able to pivot. Users like Mandibuzz, scizor-mega, celebi, jirachi and zapdos all have pivot moves, but their roles still serve primarily for stall when adjusted to fit the team. You've played your hand to say that you think it is bulky offense, however your definition of a stall team remains flawed and your own justification of the differences remain unfortunately lacking. From the post in the other thread (Linked here), I would like to see what about a team designed similar to this mold pulls it to be bulky offense.

To quickly redefine stall as I see it in context, and as teams this gen have been used, it is a style that inflicts chip damage and gradually aims to wear the opponent down so that previous checks and counters can no longer perform their job properly. The teams are composed of classes of pokemon, ranging from tanks, walls and clerics and generally with sub categories of hazard setters, hazard cleaners, attacking tanks and sponge tanks, as well as status walls and offensive walls (A wall's difference to a tank is generally found in the access to RELIABLE recovery).

Now, in this generation, it could be added that a slot is left open to take care of specific targets that walls alone cannot solve. This pokemon is generally not (but this is not a hard rule) purely offensive and most likely will sport some sort of utility use outside of it's ability to take on specific and dangerous threats to the team.

The definition is intentionally vague. Each style, Heavy Offense, Bulky Offense, Stall, and Balance leave room for interpretation. The individual parts of that class, Sand Offense, Hazard Stall, Balanced Rain, Trick Room Hail, Trapper Offense: all of these are subcategories with their own specifics. Stall does not need to be defined by "indirect damage" because this would not only invalidate teams that have proven their ability to be a stall team, but it would also form a new play style as no other style would suit what these teams are. A momentum stall team is not, by definition, Bulky Offense and it certainly isn't Balanced. If you were to say that because it switches, attempts to apply pressure and doesn't abuse statuses, it is not stall, you're targeting specifics of it that would only be a factor when you want to put it into a specific category under stall, hence what this thread was SUPPOSED to be about.
 
The problem we're having, ajwf, is that we define stall in substantially different ways. You see it as any defensive style which typically does small amounts of damage at once - "chip damage" as you call it. You say that the purpose of this damage is to wear down checks and counters - presumably to offensive threats, on your own team. But to me, this immediately precludes your team from being a pure stall team, because your win condition is direct damage. It is bulky offense, or semistall, which as you noted are often interchangeable terms.

You criticise me for not justifying my own definition of stall (as being primarily concerned with utilising indirect forms of damage), but you refuse to define your own idea of stall, and you cannot separate your notion of what it is from that of bulky offense. If you believe they are inseparable, then that's your prerogative (and everything you've said points to a lack of understanding of, or belief in, the difference between the two).

Do you see my point now? Since you, whether you realise it or not, do not seem to believe in either the existence or the viability of stall (as separate from bulky offense), your opinion on what defines stall is inconsequential to those who do.
 
The problem we're having, ajwf, is that we define stall in substantially different ways. You see it as any defensive style which typically does small amounts of damage at once - "chip damage" as you call it. You say that the purpose of this damage is to wear down checks and counters - presumably to offensive threats, on your own team. But to me, this immediately precludes your team from being a pure stall team, because your win condition is direct damage. It is bulky offense, or semistall, which as you noted are often interchangeable terms.

You criticise me for not justifying my own definition of stall (as being primarily concerned with utilising indirect forms of damage), but you refuse to define your own idea of stall, and you cannot separate your notion of what it is from that of bulky offense. If you believe they are inseparable, then that's your prerogative (and everything you've said points to a lack of understanding of, or belief in, the difference between the two).

But for those of us who do believe that stall is separate from a bulky offensive playstyle, my definition seems to work perfectly well.

AJ is correct. Stall does primarily rely on chip damage and managing chip damage against other stall teams. Stall teams are primarily customize their Pokemon to avoid critical OHKOs or 2HKOs (with the notable exception of Mega Lucario as AJ uses max physical investment on Tornadus-T to ensure a OHKO with Superpower), while bulky offensive focuses on outspeeding defensive or offensive threat and getting 2HKOs or their threats. Bulky Offense has a greater emphasis on speed and power than stall, and this emphasis often comes at the expense of using clerics and walls

Stall teams shudder at Kyurem-B since it abruptly destroys their cores and this prevents stall from protracting the match and executing tactics that allows them to manage chip damage.

In contrast, bulky offense's cores are not aimed at managing chip damage, but its defensive capabilities are satisfactory enough to prevent sweeps by metagame relevant threats and offensive enough to KO the sweepers in turn (or disable them) or have moves that at least prevent them from being set-up bait for sweepers, but the cores cannot withstand repeated punishment and are disabled by status. For example, the consider the ubiquitous Rotom-W/Lando-T core: Rotom's typing to prevent sweeps from Mega Pinsir and, with enough speed investment, stop Jolly Azumarill's Belly Drum sweep; Lando-T also serves as a means of checking Mold Breaker Excadrill that circumvents Haxorus' Mold Breaker and can KO once its Air Balloon is popped. Unlike Skarmory, physically defensive Rotom-W cannot take Choice Banded Outrages (and Rotom-W indirectly benefits from the mere presence of Fairies in the Metagame even if a Fairy or Outrage resist is not present on the Rotom-W users team). Rotom-W is much easier to wear down since its recovery move is situational and can only withstand a few neutral hits; due to Rotom-W finite capacity to withstand neutral physical hits, one can argue that its defensive utility is based on its typing in the Gen 6 metagame, not its raw stats, unlike Skarmory. Rotom-W derives much of its utility due to its ability to withstand a few hits and pivoting out, providing its user some momentum, or disabling threats. Regarding status, these cores do not appreciate status and usually do not have a means of healing. Rotom-W cannot stand Toxic as it reduces its ability to stay in, while Lando-T does not like burns as it renders it offensively impotent. SkarmBliss does not mind status that much, as Blissey is cured upon switching, while Skarmory is immune to Toxic and doesn't mind burns that much as they can be healed by Blissey.

Also, bulky offense does not use phazing that much, but instead uses coverage moves as its means to prevent their Pokemon from being set-up bait.

Bulky offense and stall do not want their Pokemon to be set-up bait for sweepers, so they employ phazing or attacks that can weaken threats while they set-up. At least a stall Pokemon's attacks should be powerful enough to at least break Subs.

Bulky offense does not use Toxic since it prefers to 2HKO threats or prophylatically stop sweepers by KOing them while they set-up or revenging killing them, nor does it want to use Protect on their Pokemon as a means of stalling a sweeper out.

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(A wall's difference to a tank is generally found in the access to RELIABLE recovery).

Would you consider Assault Vest Regenerator Pokemon to be "walls" or "tanks". Regenerator can be seen as a means of reliable recovery, although no one would reasonably consider Assault Vest Tornadus-T to be a "wall".

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I failed to see the difference between "Bulky Offense" and "Balance". There is indeed no hard distinction. I would consider a team using a Rotom-W/Lando-T core to be "bulky offense" as it is "balanced" enough to possess some valuable defensive capabilities while having satisfactory offense. Do balanced teams need to have "walls" instead of "pivots" and "tanks"?
 
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I think the defining difference between "Stall" and "Semi-Stall" is that the later has the specific intention to set up an offensive win condition to finish the game.

Stall wins battles by defensive design-- by always having a good switch-in and answer to anything the opponent can throw at you; this can mean hazards as a win condition, but it doesn't have to. As long as your main means of winning sits mostly on countering everything, you're a stall team. This could be hazards, but it doesn't have to be-- so long as your intention is to win through a drawn out battle allowed by a well built defensive core.

Semi-stall uses a stall-like defensive core to set up an offensive-based win condition. This difference in intent is the decisive difference between the two.

ajwf-- you quoted jibaku in saying that the definition between "bulky offense", "stall," and "balanced" is blurred, but his same post also states that a semi-stall team is not a stall team at all.

This is the truth, the heart of the matter. Because a semi-stall team is more similar to a hazard-setting offensive team than to a true stall team in its nature-- the only difference is you're not using Custap Skarm to do all the dirty work, but using a defensive core of Lefties Spiking Skarm, Spin-blocking Jellicent, and Double Screens Latias to do it instead. Either way, you're building a team meant to set up for a sweep to win the game.


I'd say that if a team's main intention is to set up an offensive win condition, it's semi-stall.

If the defensive core of the team is the main focus with wins made through good countering, even if there are 1 or 2 offensive Pokemon just tacked on for utility/back-up plan/whatever, it's a stall team.

Is the Sand Rush Stoutland the win condition? Or is it just a nice back-up plan/revenge killer for pokes weakened through the endurance battle?

There in-lies the defining difference. It does come down to the builder's intention.
 
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